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Very weird indeed, I'm working on some VGUI code and for some reason it
works in debug mode with the IDE attatched and fails to work in release
mode, and for the life of me I am stumped for a soloution. Here is some code
to see if you guys have run into this problem.

void CBBHudTaskList::Paint( void )
{
    // getting a pointer to the game rules
    CHL2MPRules *pRules = HL2MPRules();
    if ( !pRules )
        return;
    // local player
    C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
    if ( !pPlayer )
        return;

    string_t sString = "";
    wchar_t unicode[256];

    int x, y;
    int textSizeWide, textSizeTall;
    int iShown = 0; // number of lines shown
    int fontTall = vgui::surface()->GetFontTall( m_hLargeFont );
    int border = 20;

    x = border / 2; // ScreenWidth() - border - textSizeWide;
    y = iShown * fontTall; // border + iShown * fontTall;

    SetSize( 300 + border, 40 );


    if (pRules->m_bCaptureObjectActive == true)
    {
        sString = "Find the case!";
    }
    else if (pRules->m_bCaptureZoneActivated == true)
    {
        sString = "Get to this location and do something";
    }
    else
    {
        sString = "No mission selected!";
    }

    vgui::localize()->ConvertANSIToUnicode( sString, unicode, 256);

    // --- Set up default font and get character height for line spacing
    vgui::surface()->DrawSetTextFont( m_hLargeFont );
    //vgui::surface()->DrawSetTextFont( m_hLargeFont );
    vgui::surface()->DrawSetTextPos(x, y);
    vgui::surface()->DrawPrintText( unicode, wcslen(unicode) ); // print
text

    BaseClass::Paint();
}

Now for some reason vgui::localize()->ConvertANSIToUnicode( sString,
unicode, 256); was crashing the release mode(not the debug) if I put the
buffer to 1024

Have any of you guys run into this problem? Or can you see some error I have
overlooked?

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- Benjamin Davison
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